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Monster of the Week vs R'lyehwatch

Compare Monster of the Week and R'lyehwatch side by side. See differences in complexity, dice, genre, cost, and more.

Monster of the WeekR'lyehwatch
GenreHorror, ModernHorror, Modern
Play StyleNarrative, Beginner-Friendly, Investigation, Playbook-Driven, Fiction-First, Character-Driven, Theater of the MindRules-Light, Comedy, One-Shot Friendly, Fast Sessions, Player-Only Rolls, Weird
Core MechanicRoll 2d6 + stat. 10+ full success, 7–9 success with a cost, 6 or less the Keeper makes a move. Playbook moves trigger from fictional actions. Luck points turn failures into successes but never come back.Players roll a pool of 1–3 d6s against a target difficulty (4 for easy, 5 for average, 6 for hard). Every challenge starts with 1 die — add a second if the challenge matches the character's stat (Agile, Brawny, or Crafty), and a third if their role applies (The Veteran, Rookie, Medic, Gizmo, Detective, or Weirdo). Success means at least one die meets or beats the difficulty. Players spend luck tokens to invoke a perk and lower the difficulty by 1, and recover luck by letting their quirk cause a problem (raising the difficulty by 1). Grit tokens absorb failure consequences; a character who runs out of grit is removed from the scene. The referee never rolls dice during a challenge — they choose the stat and difficulty, then narrate the outcome. Extended challenges (chases, fights, infiltration) deplete a shared pool of effort tokens, one per success.
Dice2d6d6 dice pool
ComplexityLowVery Low
AccessibilityHighHigh
RunnabilityHighMedium
LicenseGeneric Games Third Party LicenseProprietary; third-party license and SRD permit derivative works
Cost$$$
PublisherEvil Hat ProductionsHedgemaze Press / Third Chair Games
Year20232023
Best ForGroups who want episodic monster-hunting adventures inspired by Buffy, Supernatural, and The X-Files — investigating mysteries, confronting creatures, and dealing with hunter drama.Groups who want a quick, comedic cosmic-horror RPG that pairs Baywatch-style melodrama with the Cthulhu Mythos. Tuned for pickup play and 2-4 hour sessions, with three tonal modes (Casual, Standard, Horror) that retune lethality without changing the core rules.
HighlightsVery easy to learn, mystery countdown gives the Keeper a clear prep framework, playbooks map directly to genre archetypesThree difficulty targets and a 1–3 d6 dice pool make up the entire resolution system. Three tonal modes (Casual, Standard, Horror) adjust grit recovery rate, retuning the same rules from sitcom-style play to deadly survival horror without changing any mechanics. All heroes share a universal Slow Motion quirk — narrating a slow-motion moment recovers a luck token but raises the current challenge's difficulty. Adventure generator combines random Objective, Location, and Complication tables for pickup scenarios; also includes an Elder Gods & Cults table, a Monster Maker, and a mapped Sunset Hills setting.
ConsiderationsNo pre-written mysteries in the core book, limited mechanical depth for long campaigns, custom move design requires GM experience, monster creation guidelines are looseMechanically minimal — no advancement track beyond optional luck and grit cap increases, no gear lists, no tactical combat structure. Pacing assumes 2–4 hour sessions rather than multi-arc campaigns. Setting is anchored to Sunset Hills, California; running the game elsewhere requires reskinning the included cult, NPC, and location tables. Three difficulty values and a maximum 3-die pool give coarse resolution — granular skill differentiation is not the design.